Legendary Planeswalker — Sorin
+2: Sorin Markov deals 2 damage to target creature, player or planeswalker and you gain 2 life.
-3: Target opponent's life total becomes 10.
-7: You control target player during that player's next turn.
|Have (3)||gildan_bladeborn , , metalmagic|
|Want (2)||OziDeck , Laereth|
Printings View all
|Mystery Booster (MYS1)||Mythic Rare|
|Ravnica Allegiance: Mythic Edition (RNAMED)||Mythic Rare|
|2012 Core Set (M12)||Mythic Rare|
|Zendikar (ZEN)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Sorin Markov Discussion
1 month ago
P.S that 3 card board state puts the "Super" in superfriends
and Sorin Markov becomes a win con
2 months ago
Sorin Markov should be totally alright. +2 is good, -3 is also good; anti life gain decks and also works well in combination with Sorin's Vengeance, -7 kinda depends on what kind of deck your opponent's are running, but its usually fairly good or even devastating (if any opponent has Necropotence, they just insantly lose to effect like Sorin's -7).
Why not Exquisite Blood? It supports most of your cards and even works without you doing any damage/life lose to any opponent, anyone can do it for you and you get life.
2 months ago
2 months ago
Technically this works for all formats, but it functions best in EDH.
The changes make the game exceptionally fast paced and aggressive.
The changes are meant for more casual decks, and not ones built for competitive environments.
This changes the following:
- Starting life totals.
- Your opening hand and Mulligan rules.
- Lands per turn.
Each player's starting life total is increased by +10 for each opponent. In a 4-player pod where you have 3x opponents, your starting life total is 40+30, or 70. 5-player pods, it's +40 since you have four opponents.
While no cards are banned outside of regular banlists, some should be considered:
Essentially, cards that win you the game for having a specific life total, or cards that can immediately bring a player down significantly. A T1 Sorin or Aetherflux is a cheap play and a bad feeling.
In Modern, you have one opponent so +10.
In Two-Headed Giant, you technically have one opponent, despite being two players. However, feel free to consider +10 per person, so +20.
Archenemy, if you are one of the three, you get +10. If you are the Archenemy, you get +30.
After shuffling, each player puts the top 10 cards of their library face down without looking at them. Once all players are ready, those 10 cards become your hand.
To balance the absurdity of this, there is no Mulligan. You take what you get.
Before the first turn begins, all players may put all lands from their hand onto the battlefield untapped.
Yes. All players put all lands from their hand onto the battlefield untapped.
Yes, this means you will have available mana before your first turn begins. For example, if you are last in turn rotation, you still have mana. This can be used for instants or spells with Flash.
Yes, this gives added power to with regards to counterspells. However, bare in mind all colors benefit from this massive influx of mana. For example, white may now aggro. While blue does have an advantage, countering spells before your very first turn will draw the ire of the table. If you wish to put a target on your back, that is up to you.
Having said this, all colors have instant-speed removal. If you want to Path to Exile their Commander before your first turn even exists, that is fair game.
Therefore, all colors are equally powerful with regards to being able to interact prior to their first turn.
Yup. Those are the rules.
It gets worse.
Before the first turn, after all lands are in play, each player now draws cards until their hand is back to 10 cards.
The first player goes as normal, without drawing on their first turn.
Each player may play 2x lands during each of their turns. The rules for the lands are normal and follow proper rules for each card. For example, a basic land enters untapped, a shock costs you 2 life to untap, Scry lands enter tapped, etc.
The only difference is you may play 2x lands per turn, rather than 1.
The exception is the first player. Because they go first, they are only allowed 1 land play this turn, outside of using spells or abilities to get more.
At the beginning of your Endstep, you discard all cards you still have in your hand and draw 5 new ones. This happens for every player, including the first turn of the first player.
The changes are designed to increase the overall speed of the format you are playing. It is generally played in EDH as Turn 1 wins in other formats become too easy to pull off.
Yes, even EDH can suffer from Turn 1 wins in this method.
It is advised that players use decks that can not normally win this way, such as not playing with cEDH decks. The format is meant to take casual gameplay to a new level, increase the power of all colors, get games in quickly if time is restricted, open new challenges and overall create a more aggressive (albeit in a fun sense) environment.
2 months ago
I know it is actually insanely hard to win a game with infect, but I feel infect should be moved from 10 to 20 per player. Yes, it makes it even harder to actually win, but it also doesn't feel as cheap for the one player you do manage to take out. The reason I say 20 is because at 10 poison counters, that is equal to 1/2 your starting life total in other formats. So, I feel that should be the standard metric to go by, and half of 40 is 20. There are some formats where the life total starts at 30, and so it would be 15.
And yes I understand, dealing 10 damage to each opponent is harder than it sounds, especially with the ire of the table against you. That being said, I also feel that if opponents aren't so rattled with anxiety over 10 damage they won't be as aggressive.
By this what I mean is there is a psychological factor at play. It doesn't matter if you have 90 life, you see infect on the field and you think "oh fuck oh fuck oh fuck if that connects just twice I lose."
By moving the poison counters from 10 to 20, this pressure your opponents feel isn't as intense, meaning it is less likely they will so aggressively preemptively retaliate against you. Which, as an added bonus, means it is easier to win via infect as your board should be less attacked as everyone "feels safer".
I also feel that we should have free mulligans when you draw a hand with no lands. It happens, let's be honest. Nobody likes drawing 7 and not liking it, so you draw 6 and there are no lands. Now you're at 5 and there is even less of a chance for lands.
I feel, in all formats, if you draw a hand with no lands in it and you willingly decide to reveal your hand to your opponent (huge advantage for them, by the way) you get to, in return, get a free reset back to 6. Doesn't matter if you're down to 4 cards. You reset. Not the full 7 cards, but you reset to 6 so some potential to stay in the game. Look, nobody wants to take a hand with no lands, but nobody wants a second or third mulligan either. If you can prove (reveal to a judge in sanctioned events, opponent in casual) that you have no lands, the rules allow the hand reset.
I think all Planeswalkers should be allowed as Commanders. It some 100+ new deck construction ideas. Yes some might need to be restricted such as Sorin Markov, maybe Karn Liberated, but most are perfectly fine.
Lastly, sideboards. Commander should allow sideboards. Decks are incredibly expensive. Not everyone has 2 or 3 decks they can bring for an afternoon. Many players ONLY have those 2 or 3. Sideboards are a great way to shake up the table and stir the pot. Being able to say "Oh wow, Susan really has a strong control deck tonight. I might need to swap some stuff out." is a great and, frankly, healthy aspect of the game.
I'm content with 10 cards, which is what I commonly hear argued for. I think 15 is fine but any more is pushing it. Then again, in Modern and Standard, 15 cards is 1/4th of the deck. So, in Commander 1/4th would be a staggering 25 cards. 24 if you exclude the Commander slot.
I think, therefore, 20 should be at the absolute maximum, but my personal comfort level cuts it off at 15, with 10 being where I feel the most reasonable position is.
3 months ago
I would take a good look at your pet cards and figure out what they want, and then build around what Commander best enables that.
Sorin Markov wants to sit on the board and tick up and down.
Debt to the Deathless wants you to have a lot of mana.
Revel in Riches wants opposing creatures to die, and to have lots of Treasure tokens.
Sorin is going to want lots of removal and creatures on your board to keep him safe from enemy creatures. Debt requires two colors very strongly and black can ramp very well. Revel likes the removal angle Sorin agrees with, and any Treasures generated can also go to Debt in a pinch.
As mentioned above, Orzhov (Black/White) or something 3-color centered around that is going to be really great for you. These cards are pretty generically good, so I think anything taking those colors into account could really work for you. Take a peek at what you have access to, and what is interesting to you.
3 months ago
So when you run black you run multiple tutors otherwise you are playing the color wrong, you have vampiric tutor which im proud of you that you have it in the deck but please consider one to two more tutors Demonic Tutor, Diabolic Intent, Grim Tutor or worse case scenario at least Diabolic Tutor...
You don't need Exsanguinate or Debt to the Deathless to go infinite as stated above by you and players can respond to the stack if you are playing against good magic players. You could just sac a creature and get a blood artist trigger to go off with sanguine bond/exquisite blood combo then if they respond to the trigger you can just do it again and win; easier and better in EVERY way... those two spells are horrible filler. Bishop of Binding, Pitiless Pontiff, Sorin Markov, Syphon Mind, Go for the Throat, Mortify are cards that I feel like they fall in the same category as being filler.
Other interesting cards you might want to consider. Liliana, Dreadhorde General, Aetherflux Reservoir, Return to Dust, Drana, Liberator of Malakir, Bloodcrazed Paladin, Captivating Vampire, Kindred Dominance, Living Death, Phyrexian Reclamation, Generous Gift, and Grand Abolisher.
That's all I got for you on the top of my head, gl on your deck!