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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Creature — Spirit
Flying *(This creature can't be blocked except by creatures with flying or reach.) *
Creatures can't attack you unless their controller pays for each creature they control that's attacking you.
2 months ago
TheRealYiazmat Thanks for the suggestions. I actually low-key want my opponents attacking my planeswalkers, so I'm not too worried about the mazes... However I have them in binders so I could swap them. I do like that Windborn Muse has flying tho. It's done real work in games attacking. And as for the Ballista, I hear you, but trying to keep it clean. Ballista isn't very good on it's own in this deck, and I'm not really interested in it taking a slot for a boring win con.
2 months ago
Hey, well done so far upgrading the precon on a budget.
Some cards from the precon to consider adding.
Windfall is a powerful draw spell in multiplayer Commander where opponents can have huge hands of cards. Empty your hand of spells quick then Windfall to draw a whole new hand. Ghostly Flicker is one of the better instant blink spells since it can target two permanents not just a creature. Ghostly Prison can be a helpful effect to have in multiplayer Commander.
I don't think many of the Spirit anthem effects are needed. Some anthems are helpful, since Ranar is a Spirit cards that give him other abilities such as hexproof or flash, but cards that only increase power/toughness are subpar. Coat of Arms is the exception, no other little anthem effect can compare to it.
You're best game plan is to create infinite Spirits on an opponent's turn and then attack with them on your next turn. Infinite Spirits don't need an anthem to be a wincon. Infinite attacking Spirits are however shut down by opponent's Ghostly Prison, Propaganda, Windborn Muse, etc. thus it's important to have consistent removal for these cards. Cutting most of the anthems for more repeatable draw could help gameplay. Consider more repeatable draw options when you create a 1/1 Spirit?
Palace Jailer is powerful with blink, it's a unique card that makes you the monarch when it ETB, you draw a card at your end step and it's repeatable as long as you are the monarch. Only one player in the game can be the monarch at one time and it can change players.
If an opponent does combat damage to you or plays a card that makes them the monarch then that opponent becomes the monarch and you lose the monarch. You can get the monarch back by doing combat damage to the opponent who's the monarch. Flying Spirit tokens are fine fodder for blocking and flying makes them good attackers. Use Spirits as defense to keep the monarch for repeatable draw?
Jailer also does something else when it ETB, exiles an opponent's creature and the only way for opponents to get back their exiled creatures is if you lose the monarch. Each time Jailer is blinked you get to exile an opponent creature.
Skyclave Apparition is a Spirit and is another powerful blink target since it exiles any opponent nonland permanent 4 CMC or less which covers a huge amount of targets in multiplayer Commander. It's a good way with the strategy of blink to get rid of Ghostly Prison, Propaganda, Windborn Muse, etc.
Like with all precons the manabase is subpar and it's going to be difficult on a low budget to make many land upgrades, but here's some lands to consider.
Good luck with your deck.
2 months ago
If you're running dread, you may also like No Mercy. It's basically the same, but cheaper and not a creature so it's harder to remove.
Lastly, I really like goad effects to make sure people attack instead of attacking no one. Disrupt Decorum and the impetuses are pretty good for that.
3 months ago
Hey, you're welcome. Nice, those are good changes to make :)
Think bigger when it comes to your gameplan and card quality? Gideon's Avenger and Vampire Scrivener are low power level creatures who need other cards to make them good and to fit with the deck's strategy. Their game impact is very low. Vampire Scrivener being a five drop 2/2 flier is worse because it doesn't do anything for five mana. Which is not good when you have other five drops like Liesa, Stinging Study, Liesa, Forgotten Archangel, casting + equipping Sword of Feast and Famine, etc. can impact the game for five mana right away.
Your best attacker and life gaining is Liesa since she has flying, lifelink and she's your Commander meaning she does Commander damage. If you need a blocker then give Liesa vigilance which is what Loyal Unicorn does and it's a good card to keep for this reason. I don't think attacking with lots of creatures or building creatures to be attackers should be your game plan here. Liesa as attacker yes, but instead the creatures you play should support the life gaining strategy for value, draw, protect Liesa, make Liesa a better attacker, be sacrificed to keep Leisa alive, etc. Creatures with lifelink are preferred since if they get to attack they might gain life, but think of that as a bonus.
Liesa, Forgotten Archangel is your second best attacker/life gaining and her other abilities are excellent. Markov Purifier is a good example of a quality budget support creature with Liesa since he can be repeatable draw and if you get to attack with him then he might gain life, but you really play him because of his repeatable draw not because he may do combat damage to gain life.
You have a lot of budget filler creatures here who you don't need to play because they aren't helping gameplay enough to take up a deck spot. As a lesson in Commander deck building try to limit to only quality creatures here. This is not about adding/upgrading creatures, except a few that are in the precon, but instead about choosing only the quality creatures you're currently playing.
What we are looking for in creatures is how they interact or support with the deck strategy. If they're good enough support keep them, but if not then cut them. Even budget filler creatures such as Infantry Veteran can be quality, Veteran is not quality.
This list I've made below is not a knock on your deck building, you're using cards you have available to you, that's great and everyone has this same start. This advice is to how to improve the cards that you play to fill in the rest of the deck spots to have a full deck. Filler cards can also be quality, but you first have to know which cards are not as good as others so that you can improve them within budget.
- Soul Warden: repeatable life gain.
- Keen Duelist: repeatable draw using life.
- Knight of the White Orchid: ramp.
- Tithe Drinker: repeatable life gain from extort, lifelink.
- Markov Purifier: repeatable draw, lifelink.
- Vito, Thorn of the Dusk Rose: repeatable opponent drain, source of lifelink for all creatures you control.
- Windborn Muse: defense.
- Loyal Unicorn: defense.
- Liesa, Forgotten Archangel: second best attacker, repeatable creature recursion, opponent disruption, lifelink.
- Deathbringer Liege: defense and repeatable removal.
- Necropolis Regent: third best attacker, make Liesa a better attacker.
I have reduced the creature base down to 11 of the quality creatures your currently playing. We are looking for good impact from creatures to make when they are played the first turn which means they have some kind of helpful abilities. Less high end creatures because both Liesa are your best high end creatures who are five drops.
If you're still interested I can continue with advice in another comment. Shall I continue?
4 months ago
Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.
I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.
My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.
Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:
- Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
- Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
- Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
- Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
- Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.
There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.
4 months ago
DreadKhan, those are definitely great suggestions, but I am actually planning to remove Luminarch Ascension from this deck, rather than keep it and find ways to make it easier to use, because that card draws the ire of other players. At this moment, I am deciding between Smothering Tithe, Windborn Muse, or Esper Sentinel; which of those three cards do you think is best to replace the ascension?
4 months ago
I have a copy of Luminarch Ascension in my Jenara, Asura of War EDH deck, because I think that it is an awesome card that can quickly produce a massive army of tokens if it is left unchecked, but that same reason will also make its controller a major target, and it is highly unlikely that their opponents shall simply allow that card to reach its fullest potential, so I am contemplating removing it from that deck, and replacing it with another card.
At this moment, I am considering either Smothering Tithe, Windborn Muse, or Esper Sentinel as replacements for it, since each of those card is an excellent card in its own right, although there could be another card that would be even better for that deck.
What does everyone else say about this? Should I replace Luminarch Ascension, and, if I do, with which card should I replace it?
5 months ago
This looks really interesting, but I think there are some general problems. The most important is that your curve is very high, but you have somewhat expensive ramp, too. I have some ideas for you.
First thing first, you can have your companion show up as a card similarly to how your commander ist shown. Just write * CMPN * (without the spaces between the asterisk and the letters) behind your companion in the sideboard.
Green has all these version of Llanowar Elves, and I think adding some of those instead of your MV3 or 4 ramp creatures is important. Sakura-Tribe Elder is a great ramp card. These changes could already solve the mana problem.
More removal seems important, as well. Reclamation Sage and Manglehorn would be fine additions. Massacre Girl is a good boardwipe on legs. Cataclysmic Gearhulk could work for you if you were to add in some enchantment creatures. Vona, Butcher of Magan can solve many problems. Noxious Gearhulk, Nekrataal and especially Ravenous Chupacabra would be useful to deal with creatures.
Now to some other cards to maybe add.
Veteran Explorer is a great ramp card, though it might be hard here to use him multiple times due to your low basic land count. What a shame ;)
With your legendary sub-theme, Thalia's Lancers might be a pretty great addition.