This Deck Is Also My Other Deck

Commander / EDH Asok_Green

SCORE: 48 | 54 COMMENTS | 6955 VIEWS | IN 23 FOLDERS


zerowner says... #1

No Bloom Tender? It taps for three mana with just Angus Mackenzie out and goes infinite with Pemmin's Aura and Freed from the Real both. Also, Bant Charm is an auto-add in any EDH that can run it for both tucking purposes, counters, and artifact hate.

April 8, 2015 9:26 a.m.

Asok_Green says... #2

@zerowner, Yes she certainly does, and she was in there for a long time, but because the blue mana has to be used to keep the combo going, you only get infinite green and white mana. Still very useful in 1v1 for building Jenara, but less useful in multiplayer where infinite blue is almost required for a reliable table kill. Also, Illusionist's Bracers don't work on her and she draws a lot of attention (because so many people know how easily goes infinite).

Bant Charm was also in here until the no-tuck rule hurt its usefulness. It's by no means useless, and I am still considering putting it back in because in addition to its counterspell use, with the right board state it could be used to tuck each of every opponent's creatures AND destroy each of every opponent's artifacts. It does hurt to leave three mana open every turn it sits in my hand, though. Still very tempting. Okay, I'm considering it.

April 8, 2015 11:47 a.m.

hackerheck says... #3

Maze of Ith and Ith, High Arcanist only work on attacking creatures so none of the combos involving them work. Unless I'm missing something but I don't think I am.

April 9, 2015 3:03 p.m.

Asok_Green says... #4

@hackerheck, Okay so this is sneaky, but fun. We'll do Maze of Ith first: Attack with Argothian Elder. Argothian Elder taps, because it doesn't have vigilance. Tap some land for mana, let's say Command Tower. Tap Maze of Ith to untap Argothian Elder. Tap Argothian Elder to untap Maze of Ith and Command Tower. Can you do it all again for more mana? Yes! Argothian Elder hasn't been removed from combat, but has merely been untapped, then tapped again. It is still an attacking creature, and so is still a valid target for Maze of Ith.

Okay, working with Ith himself requires Illusionist's Bracers. Equip Illusionist's Bracers to Ith, High Arcanist. Attack with Ith, High Arcanist and also a creature with a tap ability you want to exploit; let's say, Kiora's Follower. Kiora's Follower taps because it doesn't have vigilance. Ith, High Arcanist does have vigilance and does not tap, though it is also attacking. Tap Ith, High Arcanist to untap Kiora's Follower. Illusionist's Bracers copy the activated ability. Use it to untap Ith, High Arcanist. Tap Kiora's Follower to untap some other permanant you want untapped. Maybe a land. Maybe a level 6 Kazandu Tuskcaller. Up to you. Can you repeat the process? Sure! Just as before, Ith, High Arcanist and Kiora's Follower have not been removed from combat; they are both still attacking creatures and legal targets for the untap ability of Ith, High Arcanist.

April 9, 2015 3:18 p.m.

hackerheck says... #5

Holy shit. Alright, that's awesome. My bad, good job dude.

April 9, 2015 6:24 p.m.

Asok_Green says... #6

@hackerheck, Right? Wish I could take credit for it but it was not my discovery. You can see, though, that most of the combos don't look like combos while you're still assembling them so long as you kind of keep the pieces in separate areas of the table or playing mat. Keep land-untappers by your lands, keep the Illusionist's Bracers on something useful but not vital. It's more common for your opponent(s) to use removal on whatever you've got the bracers equipped to than the bracers themselves. After that, if you just leave them on the battlefield like you've forgotten about them, and never equip them to anything else, it's like they become invisible. They can just sit there, ignored by the whole table, right up until you use them to go infinite. Can't explain it.

April 9, 2015 11:21 p.m.

SirFowler says... #7

I like it a lot. I want to make a tiny leaders with the angus, but he's too expensive for my blood. Anyway, good job.

April 9, 2015 11:55 p.m.

Asok_Green says... #8

@SirFowler, Well, thank you very much! It really means a lot for you to take time to say something nice, so thank you. If you maybe feel like upvoting it, it would really help me get more eyes on it, which will eventually make it a better deck, because somebody out there is gonna have just the perfect card for this deck, one that I've never even considered, and I've just gotta make sure that person sees it. Thanks again.

April 10, 2015 12:46 a.m.

Asok_Green says... #9

Okay gang, what do you think about this: -1 Forbidden Orchard, +1 Lotus Vale.

"But Forbidden Orchard is great fun!" Yes, it is.
"In multiplayer, it can be used politically, too!" Yes, it can.
"It taps for any color, and a tri-color deck needs all the color-fixing it can get!" Yes, it does.
"Lotus Vale would be a lightning rod for land destruction!" Yes, it would.
"Then why??" Because in 1-on-1, Forbidden Orchard hurts, fast, and because the addition of Lotus Vale would add 6 more any-color infinite mana combos into the deck.

"Your deck already has 16 ways to make any-color infinite mana. Would it really benefit from having 6 more?" ABSOLUTELY.

April 10, 2015 12:05 p.m.

Asok_Green says... #10

Oh! And another change I want to pitch: -1 Grand Architect, -1 Pili-Pala.

"Okay, you want to kill one of your precious mana combos. Why?"

Because: Other than combo, they don't do anything for my deck (that I can see, at least. If I'm missing something, correct me). I can't meaningfully use either one alone for anything. While they used to be an unknown combo, a lot of people know about them now, and even with those who don't, I can't cast Pili-Pala without them smelling that I'm probably up to no good with it. Also, the cards don't really jive with the rest of the deck thematically. And I'm kind of a dork and so care about dorky stuff like that (see how there's one leveling creature in each Bant color? That's no accident).

"What would you fill the slots with?"

That's also what I need help with. Considering: Voyaging Satyr (4 more any-color infinite mana combos, or 6 more if Lotus Vale also ends up in the deck), plus one other. Maybe Tooth and Nail, though I hate to take out a creature, as having a lot of them is what makes Primitive Etchings work.

April 10, 2015 12:39 p.m.

SirFowler says... #11

If you keep in Pili-Pala, you could add Experiment Kraj and Heartstone or Gyre Sage and go for an infinite combo. It's a really fun combo that makes your opponents like......WHAT?!?! Hey check out my deck Momir, Mo Problems

April 10, 2015 3:52 p.m.

Asok_Green says... #12

@SirFowler, Hmmm, Experiment Kraj is very interesting. So let me make sure I have it straight: Experiment Kraj is out for at least a turn. Hopefully I put out Gyre Sage beforehand so her Evolve triggers at least once when Kraj comes in. I put Pili-Pala in and tap Experiment Kraj to put a +1/+1 counter on it (Pili). Now Experiment Kraj has the abilities of both of the other creatures.

So first I pay two mana to untap Experiment Kraj and get one mana back, then tap him again to put a +1/+1 counter on himself (if he doesn't already have one, which he might not if I'm trying to combo quickly). Then I pay back the mana I got and one more colorless to untap him again, and again I get one mana back. Then I tap him once again, and give him a second +1/+1 counter, and again use the mana I got from him earlier and again one more mana to untap him, giving me one mana back. With two +1/+1 counters on him, he now taps for the full amount of mana he needs to untap and produce a mana of any color. Yep, that works. Total mana cost for that turn: 2 to cast Pili-Pala, 2 to untap Experiment Kraj (getting one back) 1 to untap him the second time (because spending the previous mana makes it cheaper), 1 to untap him the third time (because another mana was produced the second time he untapped). Six mana is nothing extreme, and we can subtract at least one from that because we can tap Gyre Sage for mana, too. So let's say five. Really not bad at all.

I think you'll have to agree that maybe it's not a combo that assembles quietly. One advantage it really has going for it though is that, with a board state as described, both tapping Experiment Kraj and untapping him become mana abilities (when you are using him to get mana), meaning they can be done at any time and can't be responded to. Also, once you have surplus mana in your pool, you can also just spend it to put as many +1/+1 counters on Experiment Kraj or any target creature as you like (though this can be responded to).

It has real value. I'm not sure whether or not it belongs in the deck, though. The somewhat high casting cost of Kraj concerns me, as does the requirement for a very select group of creatures. I don't, for example, see a way to make it combo off with any of my land untapping creatures, which is not a requirement, but would be nice. Do you have any suggestions for what I would remove to make room?

April 10, 2015 5:05 p.m.

SirFowler says... #13

Well, if you have Heartstone out, then you can go infinite. This is only one of the multiple combos that can work.

For instance, I cast Master Biomancer, then I cast Progenitor Mimic as a copy of Master Biomancer. Next, I cast Sage of Hours. He gets 6 +1/+1 counters. Next, you cast Deadeye Navigator soulbound with Sage of Hours to take infinite turns.

That is why Momir Vig, Simic Visionary is my commander. I am able to search for the right creatures at the right time depending on the cards in my hand.

If i have Heartstone in my hand, I search for Experiment Kraj and Pili-Pala. If I have a Xenograft, I search for Turntimber Ranger. I mostly search for Prophet of Kruphix in order to play multiple things on multiple turns.

All in all, if one combo goes down, I'm able to do other fun things without worry.

April 11, 2015 8:06 p.m.

Asok_Green says... #14

@SirFowler, Well, I don't think I have the slots just now to add the things I need to in order to get the most out of Experiment Kraj, and if he went in, I wouldn't be satisfied just looking at his pretty face; I'd want to be able to use him the way your deck is able to. I won't forget about him, but for now, I think I'm sticking to some smaller changes to the deck.

I've made roughly the changes I brought up before, and though it hasn't really been through enough playtesting yet to be certain, I think the changes are staying. I was particularly pleased tonight when a Lotus Vale helped me pull out a win even under the effect of Rising Waters. I was still able to build Jenara by two +1/+1 counters per turn (three white mana from Lotus Vale and one from whatever land I played that turn), and so despite losing most everything to a Nevinyrral's Disk a few turns prior, I came out on top. As I thought I might, I took out Grand Architect and Pili-Pala, and replaced one of them with Voyaging Satyr. The other slot I filled with Reckless Scholar, not the choice I was expecting, but one which I can both use to assemble a combo through card draw, and/or use to draw my opponent(s) to death by enchanting him with one of the untap-for-blue auras while sitting on infinite mana or else attacking with him and Ith, High Arcanist equipped with Illusionist's Bracers.

Forbidden Orchard is also out, as is Ancient Ziggurat, which would be playable if it tapped for colorless or if its mana could also be used for activated abilities of creatures, but just isn't quite right for this deck as it is. In addition to Lotus Vale, the other replacement land is Wooded Bastion, one that got taken out back when I didn't have so much use for double white or green mana, and really should have been put back in long ago.

April 12, 2015 1:34 a.m.

SirFowler says... #15

The type of stuff I suggested is mainly for a simic build. I understand. I have a roon deck that is way different than my momir deck. Bant is usually a control builders game while simic is more creature based. I just thought the combos were fun to play for my deck.

April 12, 2015 2:27 a.m.

Asok_Green says... #16

@SirFowler, I've been playtesting your Momir deck (I have a Momir of my own I've been eager to build an EDH deck around), and having lots of fun, and part of the reason that I'm having so much fun is that our decks do things differently, and almost think differently. I like the way your deck does things, but I can't see a way to incorporate it into the way my deck does things, or vice versa, and I don't think that's a criticism of either deck. There is no one single way to build a great deck, even in the same (or overlapping) colors, even with both playing lots of creatures, and thank goodness for that, because it'd be so boring otherwise.

April 12, 2015 2:35 a.m.

SirFowler says... #17

Believe it or not, I have 26 edh decks in real life. 1 for each mono, dual, tri, and five color. Each one has its own unique play style to it. The only one I don't have is a colorless deck. That will be the toughest deck to build.

April 12, 2015 2:39 a.m.

Asok_Green says... #18

@SirFowler, Oh man, but what a time to build it! With Ugin, the Spirit Dragon out now, and soon some new Eldrazi, and who knows? Maybe they'll add enough Eldrazi-hate that they'll feel they can EDH un-ban the most beautiful card in all of magic: Emrakul, the Aeons Torn.

April 12, 2015 2:45 a.m.

SirFowler says... #19

If only I had the money. I think the most expensive thing in all of my decks is Avacyn, Angel of Hope. I don't like to buy really expensive cards when you could do more with a bunch of cheaper cards. The toughest types of cards I have trouble buying are the lands. Most of the mana generators are really, really expensive. Ain't nobody got time for that.

April 12, 2015 2:51 a.m.

Coinman1863 says... #20

Also this may seem odd, but what about Kor Haven? It's Maze of Ith but costs two mana, not sure how much that screws up stuff/ if it adds any infinite mana combos, but hey, it seems like it may be good here.

April 12, 2015 11:50 a.m.

Asok_Green says... #21

@Coinman1863, Hi! Thanks for the comment and suggestion. Kor Haven is definitely a great EDH card, and is on my short list of lands to bring in if playtesting determines I can spare to lose a little of the color fixing my land base obsesses over. One reason it's not in right now is that it doesn't contribute to a combo. It's such a great defensive card, though, particularly against exalted decks, that it really might make it in, either in the next update or the one after that. Thanks again!

April 12, 2015 12:21 p.m.

toxicliam says... #22

This deck is amazing! I have one question though, how do you get multiple 100+/100+ creatures, ad the flying indestructible blocker that can block any umber of creatures etc.? I really would like to know.

April 12, 2015 1:03 p.m.

Asok_Green says... #23

@toxicliam Sure! Actually, I've been dying to elaborate on that. So one thing about this deck I'm kind of proud about is how I've chosen cards I feel to be useful whatever the board state, cards where their normal use is valuable, but then when you look at them closely, you see that they have bizarre and sometimes unexpected abilities once you have infinite mana.

Take Neurok Stealthsuit: Just by itself, it's a very useful equipment. You can shroud a creature, and if someone targets one of your other ones and you have double blue mana, you can change the shroud to that creature at instant speed. But if you have infinite blue mana, all your creatures are an instant-speed ability away from having shroud. It kind of becomes a mini Asceticism!

Or look at Blinding Powder: Odd little equipment. Put it on a Tangle Asp (or a creature with Venom) and when you block something with it, unattach the Blinding Powder. The blocked creature gets destroyed at the end of combat and Tangle Asp lives to block another day. But notice the odd way it works: you unattach the equipment and then the effect lasts the whole turn. So if you've got the mana for it, you can equip and immediately unattach it from any number of creatures you control, then swing with them. With infinite mana it becomes a Dolmen Gate!

Next, my most beloved creature, Mischievous Quanar. He's a morph from Scourge, and that alone is awesome, but his effect is great. Turn him face up and he's a Twincast, but as a creature he triggers Primitive Etchings, doesn't trigger Heartwood Storyteller for my opponent(s), and best of all, can be turned face down for reuse all on his own. Fantastic. But with infinite mana, he's absolutely wicked. With infinite blue mana to turn him face up and face down again as many times as you like, you can copy any instant or sorcery as many times as you like. That bears repeating: You can copy any instant or sorcery as many times as you like. And you can choose new targets for the copies, and the coppies will resolve first, and you can do it again with another spell whenever you like. Someone Lightning Bolts your Kiora's Follower? Suprise! They just killed all their own creatures, themselves, and any other opponents. Someone's spell mills you for one? Mill everyone for a thousand. If anyone should do anything in response, respond to that by just making another copy of the spell and putting it on top of the stack. It's as close as I get to being mean, but really it's so unexpected and cool to see that most people don't mind.

It's a little more obvious how Thassa, God of the Sea benefits from infinite mana. Instead of making one or two creatures you control unblockable, you can make all of them unblockable. But it's no less great an effect for being obvious. I've never been upset at having all unblocklable creatures.

Lastly, let's talk about Spike Weaver. Comes in with three +1/+1 counters, you can pay a mana to take one off and fog, or pay two mana and move a +1/+1 to another creature. A cheaper-to-use Angus Mackenzie with a limited number of uses, but still very useful and you can use him the turn he comes out. But look what happens when you put Illusionist's Bracers on him. Pay two mana, remove a +1/+1 counter from him, then put a +1/+1 counter on a target creature, then put another one on a target creature. If he is made the target both times, then he has the same build ability Jenara does, and for colorless! But wait, it can be any target creature. So with infinite mana, put any number of +1/+1 counters on any number of creatures. Those squirrels? 100/100. That elephant? 1000/1000. And Thassa's out, so it's unblockable.

The other stuff I talked about works more Voltron-style. I admit it's going to be a rare thing to have all of it out at once, but it is very possible, especially if you cast Wargate and then copy it as many times as you like with Mischievous Quanar ("Search you library for any number of permanents and put them onto the battlefield!"). Indestructibility makes things indestructible, as does Darksteel Plate, or Shield of the Oversoul for green creatures, and some of my creature are or become indestructible on their own. Avacyn, Angel of Hope does her thing. Entangler, Blaze of Glory, and Valor Made Real let creatures block any number of creatures, and Wall of Glare does that naturally. Venom and Dead-Iron Sledge destroy blocked or blocking creatures, each in its own way, ditto for Tangle Asp, Alaborn Zealot, and Loyal Sentry. Pemmin's Aura can temporarily give a creature flying, and Shield of the Oversoul can do it more permanently for white creatures. Lastly, Nemesis Mask makes all creatures block the equipped creature. One supercharged cast of Wargate can absolutely bring all of this out at once, and turn a lowly squirrel token into an incredible badass. It gets a laugh, and it also gets a win.

April 12, 2015 4:16 p.m.

toxicliam says... #24

That is...... I can't even think of a term to describe that. That is the definition of fun and joyful. That is craaaaaaazy!

April 12, 2015 4:29 p.m.

Asok_Green says... #25

@toxicliam, Thank you! You're very kind.

April 12, 2015 4:51 p.m.

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