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Braids, Unbanned Minion

Commander / EDH Mono-Black

RiotRunner789


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Was going to start whittling down a list of ~170 cards to 100. Changed tac by copying a TCG Player list and editing instead which streamlined the process.

Deck runs as expected while goldfishing. Deck works by playing Braids, sac a recurring creature or token, laugh as opponents can't keep up. Win by recurring Gary, whittling with some aristocrats effects, or chipping at life totals via combat damage on an empty board.

Mostly finished editing but would still like to find room for Imp's Mischief or other Braids protection pieces. Only played one game so far. Deck works but can be slow. Might need to shave higher CMC cards but really just need more games in before I tweak too much.

Barad-dur, Memorial to Folly, Lake of the Dead, Treasure Vault, Fountainport, Evolving Wilds, Westvale Abbey  , Terramorphic Expanse, and Terrain Generator removed.

Replaced with Cabal Coffers, Cabal Stronghold, Phyrexian Tower, Urborg, Tomb of Yawgmoth, Drownyard Temple, Urza's Cave, Fabled Passage, Strip Mine, and Swamp.

Didn't like most of the Utility land options. Made some obvious improvements like Cabal Coffers, the rest are for preference.

Damping Sphere out, Stone of Erech in. Sphere was too niche and Grave Hate is always under appreciated and under utilized.

Venerated Stormsinger out, Lord Skitter, Sewer King in. Stormsinger was a bit too expensive, the token didn't stick around for Braids, and he needed to attack to get his own trigger. King gives reliable sac fodder with added grave hate.

Terisiare's Devastation out, Syphon Mind in. Terrible board wipe for resource denial and card draw.

Swamp out, Crucible of Worlds in. Adds extra utility and can help make more midgame land drops.

Gravecrawler out, Bitterblossom in. Only 4 other non-token zombies making a great card not reliable enough. Blossom stays consistent throughout.

Sidisi, Regent of the Mire out, Contamination in. Sidisi was niche in recursion. Contamination can completely shutdown opponents. However, two less creatures now make Oversold Cemetery slightly weaker.

Cabal Stronghold out, Volrath's Stronghold in. Cabal only works with basic swamps which is why it's getting the boot. Volrath gives another easy recursion piece (plus it's much better than removed Sidisi).

Geth, Lord of the Vault replaced with Sheoldred, Whispering One. Similiar costs but Sheoldred just does more. Geth can recur more creatures late game but doesn't beat out the removal the praetor provides.

Gisa, Glorious Resurrector cut for Jadar, Ghoulcaller of Nephalia. I like Gissa and the gravehate/sac fodder but Jadar is cheaper and consistent.

Mirkwood Bats is a great card but I normally only sac/create one at a time. Creeping Bloodsucker will replace because he's half the cost, chips my opponents for similiar lifeloss and adds a little lifegain. Was thinking Bloodchief Ascension instead but want to keep a decently high creature/fodder count.

Cursed Totem out for Arcane Signet. Might be a mistake but a little extra ramp could help. Will be switched back if meta has too many activated abilities.

Champion's Helm replaced Whispersilk Cloak. Helm is 1 equip cheaper and hexproof which helps with Not Dead After All as a bonus. Cloak helped to recur Bloodsoaked Champion.

Bolas's Citadel out for Koskun Falls. Played one game so far but Citadell was an instant lightning rod (it did literally nothing). Better to have a protection piece. May need to consider a hard wipe like Damnation or Mutilate.

Champion's Helm out for Mithril Coat. Thinking indestructible will serve better overall than hexproof. Bonus of 0 to equip when first played. Helm may come back if more protection needed.

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100% Casual

Competitive

Revision 15 See all

(6 days ago)

-1 Mox Amber maybe
-1 Nadier's Nightblade maybe
+1 No Mercy maybe
+1 Revenge of Ravens maybe