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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Eldrazi
Your opponents can't cast spells with even converted mana costs. (Zero is even.)
Your opponents can't block with creatures with even converted mana costs/mana values.
3 weeks ago
Felt weird pushing out Void Winnower, but it's more controlly and staxy, and I guess I'm trying to combo and destroy more than stax...
5 months ago
Okay, so if you're specifically trying to outdo Aesi, Tyrant of Gyre Strait, you're going to have to make sure that you're not being outdone by it's immense card draw & Ramp. Deep Gnome Terramancer, Archivist of Oghma, Esper Sentinel, Alms Collector, Monologue Tax, Smuggler's Share, Consecrated Sphinx, Faerie Mastermind & Ledger Shredder will help accomplish this. Black Market Connections, Scroll Rack, Sensei's Divining Top, Dark Confidant, Dark Tutelage & of course Necropotence are also great card draw options, but won't scale with whatever your opponents are doing. Tithe, Gift of Estates & Land Tax are generically great, but extra great in this context.
Consider Rule of Law, Arcane Laboratory & Archon of Emeria as well. Sanctum Prelate, Void Winnower & Chalice of the Void will also hit 'em with a big ole "NOPE" when adequately applied. Decree of Silence + Solemnity will do so as well.
Weird stuff like Deathgrip will also probably help you lock the game down, but it might not translate very well outside of trying to take down Aesi, Tyrant of Gyre Strait lol. Depends on how heavy your group is, really.
Speaking of that, you really might just need more Counterspells or something! Stuff like Tale's End seems pretty good for your goal here. More Mana Rocks seems like a great idea here too. I'm sure you're buddy is running a bunch of traditional Ramp & Dorks, right? You absolutely must keep up, or you're gonna lose.
Let me know how you feel about these suggestions! Cheers!
5 months ago
Oi! Sen Triplets is so busted lol, great choice.
Consider more Tutors if you're looking to keep up with high-power pods more effectively, unfortunately there's really no way around it. Recruiter of the Guard could also pull a lot of weight here, considering all of the applicable pieces like Walking Ballista & Grand Abolisher.
Stuff like Paradox Haze, Mnemonic Betrayal, Praetor's Grasp, Mindslaver & Word of Command also offer value and pseudo-redundancy to this Commander, but they might be getting a little too cute with synergy too.
Card advantage pieces like Ad Nauseam, Dark Confidant, Dark Tutelage, Scroll Rack & of course Necropotence get around card draw Stax pieces like Notion Thief & Narset, Parter of Veils. You may also want to consider those two in this list! Lavinia, Azorius Renegade, Linvala, Keeper of Silence & Chalice of the Void will ruin a lot of game plans as well. If you were running Reanimator I'd also recommend Void Winnower, but this may not be the Commander for all of that...Definitely consider Silence & Angel's Grace, though! Perhaps some Rule of Law effects like Archon of Emeria as well, but it seems like you're trying to go fairly fast here so maybe not lol.
Lastly, a piece that I don't see often but is definitely worth it in high-power pods: Deep Gnome Terramancer. This lil dude Ramps you so much you'll think you're playing a deck, it's actually absurd.
7 months ago
Starting with the easier question, you are simply wrong about Iona, Shield of Emeria versus Void Winnower. Void Winnower is a symmetrical effect which hits everyone on the battlefield. Iona, on the other hand, has a really, really problematic interaction with the Colour Identity rules--you can play an Iona and basically force a mono-colored player into "Draw, Pass" for the rest of the game.
It has nothing to do with how "unfun" she is as a card. Rather, the specific rules of Commander interact poorly with Iona--Iona becomes a problem regardless of what zone she is in because a player can use her to weaponize Commander's rules in a way no other card really allows.
Coalition Victory is a bit of a holdover case, but the same basic idea--you can weaponize "always have 5 colors worth of permanents ready to be cast" to eliminate the challenge of fulfilling one element of the card's victory condition. Unlike other combos, where you have to still combine abilities, all Coalition Victory cares about is "hey, did you happen to play a five color commander? If you do, no reason not to include this card also."
That is the problem you ignored and are still ignoring--Commander has fundamentally different rules which create fundamentally different problems other formats lack. That is something that should be taken into account when making a banlist--and is something you simply did not.
7 months ago
A number of these things is why I'm just spitballing the idea of this here. Obviously Falling Star and Chaos Orb need to be on my list and they aren't xD There are cards which just don't belong in a game like this. Looking at you Ante...
For Coalition Victory I see little reason for confusion over it referencing a creature's colors rather than identity. We have many cards that reference color all over the place with Bloom Tender and Sisay, Weatherlight Captain to name a few. All the devotion gods. To add to that we also have cards referencing identity with Commander's Plate. These are cards which often see play and I've never once seen anyone confuse a card's colors with the card's color identity.
Iona in the 99 doesn't feel like any more of a major issue to me than Void Winnower. I've played with and against Void Winnower and it has the same result more often than not of Iona. Frankly Void Winnower can be meaner, since it always hits every opponent. There are a number of these hefty lock pieces that come down and then everyone at the table groans or people even concede. I played against Iona when she was legal and I do see with Painter's Servant she has even more potential. I just see other cards that are just as effective and "unfun" not banned.
10 months ago
Totally get it Epicurus, it's a good critique and you're not wrong - the early game can be a bit of a wash. That said, the ramp options/mana doublers in here usually zip me to 7 or 8 mana quickly which gets me started on that beefy action. A few top deck filters, draw spells + cheat into play options in here too which can help refine the early game.
I play in a honed but not quite cEDH meta and this deck fares quite well in that environment. I've won the last 2 4 person FFA games I've played this deck - the last match was funny, down to 1 other player and I had a soft lock with Archetype of Endurance + Platinum Emperion + Void Winnower & was milling 20 cards a turn with Ulamog, the Ceaseless Hunger. BUT. I know what you mean. Are you thinking it could use more fast mana? I completely agree that this deck needs more efficient early game removal/interaction and I think I will look to take out a few win-more options in favor of cheap removal (e.g. Nature's Claim) + a fog effect or 2, that's a good idea.
Do you have any cheap-ish to cast removal favourites that you like to run in mono G/colourless?
11 months ago
Have you considered controlling the cost of your opponent's spells to compound the difficulty of emptying their hand with cards like Monastery Siege, Dovin, Hand of Control, Kasmina, Enigmatic Mentor, God-Pharaoh's Statue or even Void Winnower just for a laugh? That last one doesn't really offer anything competitively but making spells more expensive or unplayable means fewer potential counters needed or more available to counter creatures. Not a super efficient strategy, I like what you have already but it's an idea. :)