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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Artifact — Equipment
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)
Equip (: Attach this to target creature you control. Equip only as a sorcery. This enters the battlefield unattached and stays on the battlefield if the creature this card is attached to leaves the battlefield.)
10 hours ago
You might like these: Rasaad yn Bashir, Ghoulcaller Gisa, Lena, Selfless Champion, Pawn of Ulamog, Sifter of Skulls, Sling-Gang Lieutenant, Teysa, Orzhov Scion, Skullclamp, Endrek Sahr, Master Breeder, Woe Strider, Abhorrent Overlord, Rakshasa Gravecaller, Priest of Forgotten Gods, Tormod, the Desecrator, Adeline, Resplendent Cathar, Haazda Marshal
Personally I would cut these: Corrupt, Asphyxiate, Go-Shintai of Hidden Cruelty, Go-Shintai of Shared Purpose, Honden of Cleansing Fire, Honden of Night's Reach, Sanctum of Stone Fangs, Bogbrew Witch, Bubbling Cauldron, Festering Newt, Bloodsworn Squire, Blood Host, Staff of the Death Magus, Dead Weight, Mind Rot, Proclamation of Rebirth.
There are some other cards I would add and cut. Let me know if you're interested. Good luck!
3 days ago
Alright @Profet93, I'm home and ready to take a deeper dive into this.
Abundance + Sylvan Library is something I will have to test out, Abundance is always a card I keep coming back to when I'm building in green. I'll see about testing it out, my group of friends is fine with proxies so I can have a chat with them about it.
If I include Yavimaya Hollow as well as making half my forests snow covered, that brings me to 10 land cards with different names. I'm not sure I can be consistent enough with Field of the Dead for it to be worth including. Though in the future, if I slot in more land cards it is definitely worth considering.
My other explanation wasn't exactly to the point lol, so I'm gonna try to clear this up. The reason my playgroup is fine with Triumph of the Hordes is because they understand that when that card comes out, it is with the intention to end the game this turn, no waiting around, either respond or lose. Finale of Devastation doesn't have that same power in this deck simply because there isn't anything I can go and find that has the same presence or intent that Triumph of the Hordes does.
Skullclamp is definitely something I considered, though not towards my one drops. Most of them are very reliable ramp/landfall shenanigans, Llanowar Elves being the only exception, using Skullclamp on the one drops doesn't seem like the correct play to me. Using it on the elemental tokens however, I am heavily considering, as we have already discussed how good of a sac option they make for cards like Greater Good.
Burgeoning is an interesting case because sometimes it feels kind of useless, but it has also had it's moments where it becomes one of the most powerful cards in my deck. It's a risky card, but there will always be risky cards. The real reason I'm not really considering taking it out however is because my LGS only had one copy and I will honestly feel bad if I tossed $20 at a card that high in demand just to swap it out a week later.
Those are my thoughts, though unfortunately I haven't been able to back any of them up with testing yet. Interested to see what you think of my logic behind certain choices.
4 days ago
Thank you for your detailed reply, it truly means a lot.
Sylvan Library / Abundance - I only think abundance is worth it if you add in library. Otherwise, I wouldn't rush to add abundance. I've personally hated the card in my Azusa deck, although are decks are built different so it might be worth testing out. Regarding library, its less of a draw spell but more of a second sensei's diving top of sorts that allows you massive draw in a pinch for a high price. Without lifegain in the deck, I wouldn't classify it as a draw source. So I dont think a card like Lotus Cobra should be cut for it if you classify Sylvan library as draw. Nevertheless, I recommend you try both Sylvan + Abundance in the deck. See how they work separately and together and then make a decision IMO. Regarding Cobra, if you really feel you have enough ramp take it out, but with all the fetches and ramp, I would take out another card personally. Cobra provides too much value to ignore IMO
Field of the Dead + Castle - I agree with your assessment, I didn't realize the all the fetches you had, they came out with new fetches in the past 2 years or so, still catching up
Yavimaya Hollow - Yea, I figured but I didn't see any mention of budget in the description and I didn't see it in the maybeboard so I just wanted to make sure you considered it. I agree, its unnecessary, especially in a casual playgroup and in a deck that is more prone to wipes than spot removal.
Finale of Devastation - Speaking of casual, why do you prefer Triumph over finale if your playgroup is casual? I've never met one casual playgroup that was okay of infect of any kind. Although thats perhaps my meta. While Triumph has a higher ceiling and fits the slot of "finisher" in your deck that you were looking for, how confident are you that it is a better card that finale given you only made the update a day ago? In other words, if I understand you correctly, you value the higher ceiling that triumph provides rather than having a lower ceiling and a higher floor? I personally like the versatility but I guess that's just me. I hate having dead and winmore cards in my decks, but for a casual meta I understand. I also slightly agree with your assessment as I am unsure how reliably you would be able to get 12 mana consistently, although you do say you have enough ramp so I am unsure. Definitely something to swap/play around with if triumph isn't giving you the results you expected. I also like to use finale to search/recur e-wit + timeless witness to recur itself again. Helps if I'm topdecked from flooding lands all day and am out of draw.
Skullclamp - You have a lot of 1 drops, not to mention it's draw that you need, easy to cast equip and probably purchase too should you not have one. It's a deterrent at best, card draw at worst.
How has burgeoning been working for you? Seems like your weakest ramp spell as it's ceiling relies on a specific hand. You only have 38 lands, many fetches and this only allows you to play from your hand whereas exploration allows you to play from your grave. Giving your self-mill and the fact you need a ramp cut, I believe this would be a good choice.
Respite / Greater Good Swaps - I think its good to try it out among the other newer cards you might have and let us know how it goes. I still firmly believe Greater good is incredibly more powerful than respite, but testing is needed for sure.
6 days ago
Wow those are some good questions let me do my best to answer them. Yes I have an integrated list so I enjoy having the ability to have the option to do either strategy in a game. A more dedicated list is going to be marginally better but because the storm strategy only needs you to play Mana Echoes and Phyrexian Altar you do not really do anything that negatively impacts the aggressive gameplan.
I have had no problems playing Urza's Saga in this list my mana base is very good even without all the dual lands (I only have scrubland) The way to see urza's saga is a very versatile tutor that gives access to mana in sol ring if you really need it or Skullclamp and Sensei's Divining Top which are excellent combo pieces.
Sorin, Imperious Bloodlord is good because my list has a few higher mana value vampires in the deck and cheating them into play is worth losing the vampire token in many cases. Additionally having the flexibility of gaining life and getting some attacking power or having a recurring removal spell are both quite good tools to have.
Scion of Opulence I have found actually carries it's weight very well. Helps out the storm lines if you do not have Phyrexian Altar yet by recouping colored mana in the storm lines. In aggro lines you can sac for mana in a pinch if you need to use a protection spell to save your board. A 3/1 body is also not bad for 3 mana to be aggressive with, and it is really great with Bloodghast so overall good card in my experience.
Signets are roughly as strong as talismans but the main advantage is that if you are going for the storm with just Mana Echoes and Skullclamp you can hit the signets off the draws and you can filter colorless off of Mana Echoes into more colored mana than what you get with the talismans.
Mavren Fein, Dusk Apostle is ok he is in a vampire flex slot and I will frequently cut him for access to different vampires, he doesn't trigger off tokens but you usually have a nontoken vampire that is attacking. Even though his stats aren't great you usually have a lot of lords and sac outlets you want to use so the bodies are useful for both those occasions
Right now would admit Butcher of Malakir is on this list for fun he probably isn't that good especially if you are curving out with an aggro strategy. Bloodline necromancer however is good because you have great ETBs that you can recur in this deck in Champion of Dusk and Malakir Bloodwitch.
Shared Animosity is very good and definitely playable I'm only not playing it because it is not useful if you are storming off. Idol of Oblivion is too slow, and if I need card draw I will get Necropotence or Skullclamp as much stronger options. Protection spells are definitely better in more aggressive list but I play reanimator spells because they are strong with both strategies. I can sac my board for value in storm and then bring all the creatures back to net value, and also mass reanimation lets me spend all of my mana every turn and does not require me to hold up mana if I am worried about a board wipe. Though again I think you want to play a critical mass of protection spells in aggro of 5-7.
Thanks for the input and was nice to be able to engage with you
1 week ago
My typical decks are Muldrotha, the Gravetide recursion, Teysa Karlov aristocrats and a Shorikai, Genesis Engine mechs. Those three usually have big flashy plays for instant wins so this deck definitely plays different. I looked over your whole primer and took your advice to heart to reduce the number of changes and focus only on your new additions and lands. I ran a few games using your methodology for mid-range aggro decks and listed how the deck performed. Let me know if this helps helm the host!
T1 - Fetch to Plains
T5 - I drew 1 off Mangara, the Diplomat. Jhoira had played a Words of Wind forcing us to bounce Pearl Medallion. Yuriko saw our scary board state and hit us with a few unblockables but we still remained above 40 life.
T6 - I drew 1 off Smuggler's Share and 2 off Mangara, the Diplomat. Jhoira started building their boardstate with their commander out and a bunch of rocks. Yuriko had a few creatures out and was chipping away at our life totals.
At this point I could've slow played it further but with 2 draw engines out I felt comfortable in restocking my hand.
T7+ - At this point my memory is foggy, I replayed Giada and a few low cost angels with Vanquisher's Banner which refilled my hand a bit. But Yuriko miracled a Devastation Tide and played an overloaded Damn. Eventually Jhoira got knocked out by Yuriko after trying to rebuild their board state twice. By the end I had whittled Yuriko down to lethal and played Bruna, the Fading Light Meld reanimating Gisela, the Broken Blade Meld from the graveyard but never got to swing with it as Yuriko conceded.
Starting hand was decent but I don't remember much of it since it got wheeled away with a turn 3 Windfall.
T1 - Fetch to Plains + Soul Warden
T3 - Plains + Crucible of Worlds
Lost 5 cards in hand to Windfall and drew a new 5. Jhoira played a Winter Orb and Yuriko played a Null Rod to shut down Jhoira's mana rocks. It also shut down my equipment in hand which was a Sword of the Animist and Mask of Memory. I stopped keeping track of the turns and cards played since the whole game slowed to a crawl. The one saving grace was that I never missed a land drop with the fetch land in the graveyard.
Yuriko kept playing Thieves' Guild Enforcer and changelings to try an alternate mill win strategy. I was hit with a board wipe and Giada was targeted twice. I overloaded Winds of Abandon which left the Jhoira open to be killed. I attempted to cast Emeria Shepherd which would've been perfect with my fetch land and 20+ cards in the graveyard but it was removed after it hit the board. Yuriko played 4 extra turns spells to try and whittle me down from high 30's to 8 but they ran out of answers and were dead on the crackback.
I should've mulliganed this hand as it didn't have a draw spell but I didn't want to hold up the table and the curve looked good.
I was able to build up a decent board state and there were no wipes all game. However, Faldron played a Wand of Wonder and began using my removal spells against my angels. Marneus dropped a Divine Visitation mid-game and started pumping out 4/4 Angels w/ Vigilance which stalled my attacks towards him signifcantly.
Towards the end of the game I was able to tap Starnheim Unleashed for 9 creating 4 Angels with Giada on the board pumping them to double digit beasts. Marneus had the scariest board state but only 4 Angels at the time so I figured I could swing wide and knock them out.
Starting hand was great against these commanders:
T1 - Plains
T2 - Plains + Giada, Font of Hope
T3 - Plains + Smuggler's Share
Mid-game Shorikai played an Organic Extinction doing a one-sided board wipe and started hitting for double digits with vehicles. I tried to rebuild with Emeria Shepherd but she was countered by Aesi. Fortunately, Shorikai ended up scooping to play Warhammer making it a 3-man pod and all our board states were pretty even. I had drawn a card on each of his turns due to their Shorikai ability. Aesi had provided me a couple treasures but wised up and started dropping lands on opponents turns with Burgeoning.
This game lasted quite awhile so there was plenty of back and forth and a lot of answers were used on my board. Both Muldrotha and Aesi had an Unnatural Growth and were staring down each other. I patiently waited until they were both tapped out and had no answers to pull off this sweet combo:
I had Bishop of Wings & Giada, Font of Hope on the battlefield and tons of mana. I cast Bruna, the Fading Light Meld into Emeria Shepherd. Cracked a Myriad Landscape for 2 Plains bringing back Righteous Valkyrie & Gisela, the Broken Blade Meld. Since they had no responses I was able to merge to Brisela, Voice of Nightmares Meld Meld. Due to all the Giada triggers and lifegain I shot up from 20 life to 62.
Aesi was hamstrung due to Brisela's static ability and their creatures weren't big enough to swing into my massive angels. Muldrotha on the other hand attempted to swing in for a massive 59 damage due to Unnatural Growth but I used Teferi's Protection and won the game on my turn.
Starting hand had no draw again but did have lifegain synergies so I decided to keep.
I was only able to get one use out of The Book of Exalted Deeds trigger before Archangel of Thune was blown up and The Scarab God exiled it and copied it for their board. I actually drew a Mutavault and decided to do the combo of putting the Enlightened Counter on it. However when we got to the mid-game I felt like that was the wrong move to do so early.
Late game I had the following:
Seraph Sanctuary & a bunch of other lands
Angel of Vitality w/ 3 +1/+1 counters
Angelic Field Marshal w/ 4 +1/+1 Counters
4x Clue Tokens
Between the Soul Warden, Angel of Vitality and Seraph Sanctuary I was gaining 2 life whenever they cast a creature and 3 whenever I cast an angel. If I'd let the book stay on the battlefield longer I could've had a free 3/3 angel on each of my turns. Instead I cracked clues rather than play out my hand to draw into more answers and win the game. The Enlightened Counter never came into play, but I reminded the table at the end that without any land destruction, I could've gone to negative life and still not lose.
Forgot to take a picture of my hand this game but I kept Smuggler's Share as my draw card which ended up doing nothing. The Faldron player had already played a few games against the Giada deck so purposely missed double land drops to not give me a treasure.
Faldron cast an Etali, Primal Storm turn 6 with no haste enablers so I blew it up my turn. However, Lazav decided to copy it and the board had no answers. Lazav began swinging and got 2 rounds of Etali triggers which was pretty brutal. Since Lazav became archenemy, we teamed up to take him down bringing his life total to 4.
Perhaps the most memorable moment this game was that Faldron had suspended a Wheel of Fate so the whole table was playing out their hands for 4 turns, completely expecting to draw 7. When he went to removing the last suspend counter, Lazav cast Notion Thief so instead of us each drawing 7, he drew 28 cards. Unfortunately for him, he didn't have any way to use those cards to stop the flood of salt from the table and was killed shortly after by a pissed angel.
I was able to clean up the table after a few rounds with this final board state:
Angel of Jubilation - just an anthem and would've shut down my fetches but I played it late game
Linvala, Keeper of Silence - didn't stop anything on my opponent's board because they were all triggered abilities
Starting hand was top heavy but decided to keep:
I figured with 2 ramp equipments and lifegain comboed with the well I'd be setup for mid-game pretty nicely. What I didn't plan for was missing land drops for 2 turns and having Giada blown up twice. By this time, the Aesi/Faldron player had figured out that Giada was consistently winning and decided to put a stop to it.
However, that let Ydris really take the game away. By the end I only had 4 lands, Archangel of Thune equipped with Sword of Hearth and Home and a Pearl Medallion. Aesi died to a single 30+ swing from Ydris leaving myself and Lazav to deal with the massive board state.
I thought I slowed him down by playing Darksteel Mutation on Ydris when he had no cards in hand but he topdecked Sakashima's Protege to copy Ydris and start the pain all over again. With Ydris having lethal on board next turn the only way to stop it would be to top deck the one board-wipe in the deck. But Lazav shot himself in the foot by playing Gyruda, Doom of Depths tossing my top 4 cards into the graveyard. The top card was Winds of Abandon and Lazav whiffed on the Gyruda trigger much to his chagrin.
T1 - Plains
T2 - Plains + Giada, Font of Hope
T3 - Plains + Thorough Investigation
T4 - Plains + Thraben Watcher
On turn 6 I was able to knock out Ghyrson Starn, Kelermorph with the sword setting him back a turn. He responded the next turn by blowing up my sword. After a 2 board wipes Ghyrson was back in a threatening position. I cast Darksteel Mutation on Ghyrson which completely shut down his strategy.
Closed out the game with an overloaded Winds of Abandon and swung lethal at Roon. I was also able to hardcast Sephara, Sky's Blade which would've stopped any board wipe coming from Ghyrson. Nykthos, Shrine to Nyx was amazing yet again this game. I was able to tap it for 10 white using 8 to pay for the Winds and God-Pharaoh's Statue tax.
There were some pretty wild swings this game as Jared got all 5 colors turn 4 with some ramp and started dropping Kavu's. He played Knight of New Alara turning them into 8/8 tramplers and started swinging in for 24 damage each turn. Isshin dropped a Tectonic Giant, Fervent Charge & Aurelia, the Warleader to swing in with 21 damage each combat & an additional 6 to the face. With so much damage flying around, the loss life from Eye of Vecna was actually pretty annoying. I used it 4 times during the course of the game when I probably should've played the bigger threats since a board wipe seemed unlikely.
Battle Angels of Tyr was blown up immediately but I was able to drop a Angelic Skirmisher & Righteous Valkyrie mid-game. If I had attacked more early game with Skirmisher out I could've had this one but I made a huge misplay. Jared swung in with everything at me after pumping 2 Kavu's up to 13/13's. As I was only at 46 life, I didn't get the anthem off Righteous Valkyrie so I had to take 26 bringing me down to 20. Isshin swung in everything at Jared knocking them out and on second combat came at me when I was at 8. As Righteous Valkyrie was only a 6/7 blocking into their 7/8's I figured I could survive the turn with one unblocked and just gain the life back next turn. Isshin was tapped out but had 2 treasures that I forgot and used a Boros Charm to get lethal.
Starting hand was ok, no draw engine but great lifegain:
T1 Soul Warden netted me a ton of life over the course of the game as Jared & Isshin did not play any board wipes. After playing Angelic Skirmisher as well and a couple angels, I was developing an oppressive board state.
Tevesh/Arminx drew a lot of hate early game because they played a strong ramp turn with a bunch of expensive mana rocks but then durdled for most of the game. Jared played a Two-Headed Hellkite that they pumped to 10/10 and just started swinging. Isshin tried going wide with Adeline, Resplendent Cathar and a few combat tricks but with Soul Warden on the field I ended up always being net positive after thier attacks.
Eventually the board grew massive and any one of us could've knocked out Tevesh/Arminx as they were wide open. I was sitting comfortably at 60+ life due to Soul Warden and Angelic Skirmisher. Tevesh/Arminx ended up playing Ugin, the Spirit Dragon and wiping all our creatures.
We all rebuilt our boards pretty quickly with Tevesh only having Armix, Filigree Thrasher and a couple equipments. Isshin tried going for the combo and knock out 2 of us with Godo, Bandit Warlord & Helm of the Host but misplayed and couldn't equip Godo.
Jared and I knocked out the Isshin player because of the obvious combo but Tevesh/Arminx equipped their commander with Commander's Plate, Cranial Plating, Skullclamp and swung 17 commander damage at Jared. I blew up their Cranial Plating with a Generous Gift and brought them down to lethal. The game ended next turn like dominoes, Arminx killed Jared and I killed Arminx.
Game 3 loss was due to Marneus just having the better plays here. Even if I were able to prevent some of their bigger combos, they could've won off straight value. Removal and threat assessment by the other 2 were pretty light towards Marneus which definitely helped them win.
Game 7 loss was due to 2 players getting mana screwed. After not being able to curve out with Giada it was almost impossible to come back. Top-decking that Winds of Abandon may have helped but they were so far ahead it's doubtful.
Game 9 was a misplay. Playing against the Isshin deck I should've known that there would be combat tricks but I was used to slow battlecruiser decks and not 2 mid-range aggro decks.
Smuggler's Share has been hit or miss. If I'm playing against blue, I'll typically get the draw, if I'm playing against green, I'll get the treasures. However, if the opponents aren't playing either of those colors and/or play smart, they can often get around it and it's a dead enchantment on board. I'm still leaving it in because when it does work, it works very well.
Nykthos, Shrine to Nyx has been great overall. Early game it may not do much but mid to late game it really shines. I usually leave 2 lands and Nykthos up after T5/6 fully expecting a board wipe and using it to activate abilities or crack clues. I'd highly recommend this land over a basic plains.
Crucible of Worlds was a powerhouse in Game 2. Unfortunately I only ever drew it in 1 other game and it was immediately blown up after I used it once. I think it's worth it because if left unchecked provides you tons of ramp and if it draws out a threat then our draw artifacts or equipments live.
Emeria Shepherd is a bomb. 2 games it was instantly blown up because of how big a threat it was. When it was left unanswered, it absolutely carried the game. I think it's a definite swap for Karmic Guide to get that last push end game.
Darksteel Mutation was great the 2 times I used it. I think there's a need for another one-sided board wipe against decks that go wide and have flyers. In game 3 Marneus out angeled the angel deck and we simply didn't have enough token generation to get through.
Folk Hero wasn't mentioned in the gameplay reviews but I did draw and play it a few games. Unfortunately it was played later in the game when I already had other draw engines on board so its impact was minimal. However, it's definitely an improvement over Dawn of Hope as I didn't have to pay mana for the few cards I did draw.
You've mentioned that Avacyn, Angel of Hope deserves a place in this deck and I wholeheartedly agree, mostly because I bought the new borderless version from double masters specifically for this deck. However, her close cousin Sephara, Sky's Blade almost accomplishes the same thing except she only protects creatures. I think the only reason to end up running Avacyn is to lean into the land destruction that she's known for.
2 weeks ago
Baron_Pretzels thanks for the suggestions! I feel like while those cards do provide the creatures for the egg counters, they aren't really ideal, especially since most decks will play creatures anyway. Plus they're a little overcosted (the second set of suggestions anyway.)
That Skullclamp idea is pretty solid though, don't know what I'd cut for it, but I may look into it and see if it makes a difference in plays.
2 weeks ago
Interesting idea. I would suggest finding ways to give opponents creatures like with Goblin Spymaster or Akroan Horse the hunted cycle could work(Hunted Dragon,Hunted Troll) maybe not Hunted Horror that could backfire. Also Skullclamp would be great for card draw.
2 weeks ago
Warping Wail - Additional counterspell.
Wurmcoil Engine - Not entirely serious but Wurm + Klan Ironworks + Nimdeathmantle = Infinite creatures and mana(?), I'm too tired to do math at the moment but I think it checks out
Cryptic Caves > Springjack pasture. Draws cards which is relevant for your commander and in a pinch. Can be copied with rings as well and recurred with crucible.
Field of the Dead > Rogue's passage. Do you often find yourself at a stalemate where rogue's passage would be actually beneficial? Field, while comes in tapped, can easily produce some zombie tokens to protect your boardstate, sac to trading post and more.
Cavern of Souls > Nephalia Academy. Do you find your opponents making you discard in your meta? If not, I dont see the purpose as you can't utilize your commander. Would you not be better served by protecting your creatures from counterspells despite getting the cast trigger? Budget restriction? No1 plays blue in the meta?
Skullclamp - Draw, is there a specific reason you're not running it?
Mindslaver - Given you run Emrakrul, it doesn't seem like you're against mind control effects. If so, then this is a worthwhile inclusion. Being able to effectively not only time skip them at worst, but make them lose (looking at u necropotence), keep their commander in exile, or just make them in such an unwinnable position that your victory is assured, the flexibility is strong and should not be overlooked. Also, politics! You did state the deck is archenemy, so perhaps no politics, but if you're already the enemy, might as well end their misery.
Also, Scorched Ruins + Rings + Deserted Temple = Infinite colorless mana.
To respond to your previous comment, I do not believe it is a worthwhile inclusion.
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