Forging Suns Out of Skulls

Commander / EDH Phaetion

SCORE: 47 | 84 COMMENTS | 25745 VIEWS | IN 27 FOLDERS


Stirring from Hiatus —June 21, 2016

First of all, a couple of new fixes:

-Anya, Merciless Angel: I want to like her but she just seemed a little hard to pull off.

-Rout: I found a better effect, even if I lose the instant speed.

-Wild Ricochet: First of all, this card can be quite awkward. Secondly, I already have Fork and Reverberate. Do I need another one?

+Overblaze: A personal favorite of mine. Glad to see it in here.

+Hellkite Tyrant: Steal all the artifacts! Seems good when we need to ramp. Also, this was an oversight.

+Tragic Arrogance: This is mostly an experiment but I have some hope that the card will excel.

Right now, I'm undergoing a bit of an MTG existential crisis. Can someone please answer this question: The decks you own/see here on T/O with the detailed primers, the high upvotes, and how pimped out they are. Would you say those would be their signature decks, or just a random deck they made? The question has been grating me for a while and I'm quite desperate for an answer before my crisis gets worse.

EDIT:

-Stranglehold: This, to me, was more about a league than any other reason. I'd rather have fun cleaving skulls.

+Seize the Day: Brutal with Kalemne, especially when equipped/buffed.

Knollspine Dragon is on the watchlist for being too situational. We'll see what Eldritch Moon brings.

spongemonkey says... #1

Hi! I really like your deck and I have a couple questions about it. With sunforger, what instant card do i tutor from sunforger? or do I not use that effect ever? Secondly, What is the point of every player discarding their hands and drawing seven cards? I feel that benefits me but can also benefit the other 3 players and sometimes even more so. Is that worth it? The extra question I have is the copy spells such as fork or reverberate, is that to just copy opponents cards or is there a combo i'm missing here. I get targeted really hard in casual commander with friends. Any tips?

April 9, 2016 11 p.m.

Phaetion says... #2

spongemonkey: Hi, I'm glad you like the deck. I would've responded a lot quicker if my internet decided to harass me for the last 24 hours. Here are my answers:

A. It depends on the situation (Oh, and you always use that effect when you need it). If someone sends a huge army at you, use Comeuppance or Dawn Charm. In case of a boardwipe, use Boros Charm, etc. A Sunforger suite is meant to act as a toolbox so you can react to different situations.

B. Red and White have historically been the colors for the worst card draw. The wheel effects like Reforge the Soul work to fix that issue. So, it's not a case of helping an opponent or disrupting their best-laid plans (which is a bonus), but a case to refuel your hand once you don't need the cards in your hand. So, yes, totally worth it, especially since (again) you are in the 2 worst colors for drawing cards.

C. The Fork effects are, well, what do you want them to be? A ramp spell like Kodama's Reach? Sounds good, especially since red and white don't ramp as hard as green. Perhaps your opponent is countering your massive creature, you can copy fork and turn that into a counterspell. The beauty of those effects is that you can be creative with them and are flexible enough for a lot of situations.

Bonus: Believe me, when I use this deck, I always get a target on my head at some point every game. You could use the political nature of the format to your advantage (ie. Divide and Conquer). I wouldn't try to power down the deck too much, because if a deck's good, you will get targeted eventually, and you need to be prepared to come up with a defense and/or a backup plan.

April 11, 2016 3:21 p.m.

spongemonkey says... #3

Hey thanks for the response. Yeah I get the hard target every game and early lol. Oh well what can ya do. Thanks for telling me the ins and outs of those specific cards! Great info that will be useful.

April 11, 2016 4:02 p.m.

freakingShane says... #4

I recommend Increasing Vengeance over Fork. Same CMC, but Vengeance has more utility to it. Also, the foil is cheaper than almost any Fork.

When you use Fork, it's done. Vengeance can be flashbacked, and it offers even more to the game. Two copies when flashbacked? I'll take it!

Just food for thought! Hope you like it!

May 29, 2016 12:08 p.m.

Phaetion says... #5

The problem with Increasing Vengeance is that the target must be a spell you control. Fork doesn't care who controls it.

Believe me, if it weren't for that accursed "you control" in the text, Vengeance would have made it in before Fork.

May 29, 2016 12:37 p.m.

freakingShane says... #6

Good point! If I think of anything else that can be useful, I'll be sure to let you know!

May 29, 2016 7:57 p.m.

Groovelord says... #7

Nice list. I especially like the tech with the evoke creatures and Kalemne's experience ability. I'm concerned though that a lot of your big creatures are just too costly to be worth running over other spells that would help Kalemne get in there. The experience ability seems really secondary to her stats and keyword abilities especially since there are so many other ways to boost her P/T. I'd cut stuff like Knollspine Dragon, Gisela, Blade of Goldnight, Dragon Mage and Balefire Dragon for more sweepers that can spare Kalemne, like Armageddon, Cataclysm (one of the best voltron spells ever), Razia's Purification, Tragic Arrogance, Keldon Firebombers and Catastrophe. It's easy enough to get Kalemne to swing for upwards of 12 damage by turn 5, but staying in that position is very difficult if you can't deny your opponents mana.

June 17, 2016 6 p.m.

Phaetion says... #8

Groovelord: I'm not a fan of mass land destruction. If I were using them, I'd sooner have Zurgo Helmsmasher at the helm than Kalemne. The only cards that could make it are Catastrophe and Tragic Arrogance. The former may as well be a creature-wipe at 6 mana, and Rout is already in there.

Arrogance was a card I already considered but I felt like I had enough board wipes anyway (plus I was always confused by how the card worked-do you choose the saved ones or do the opponents?).

June 17, 2016 6:13 p.m.

Groovelord says... #9

With Tragic Arrogance, you get to choose all the permanents that aren't sacrificed for each player; your opponents get no choices at all. I'd definitely run it over Wrath of God. Mizzium Mortars might be a good replacement over Day of Judgment too depending how large the creatures in your meta tend to be.

I understand why people are hesitant to run land destruction (you don't want to be the bad guy and it's not conducive to fun times), but that can be mitigated if you save your Armageddon or whatever until you can win in the next couple turns. If the game ends shortly after you wipe all the lands, there's not really a reason to complain. A lot of MLD's bad reputation comes about from people using it stupidly as some kind of spite maneuver or thinking it's a "joke" to make sure that everyone has to play the whole game on like three lands, but if used sparingly and tactically it should be a big help. You don't need to focus on land destruction (no deck should IMO) but it's good to have two or three cards that can seal a win most of the time. (Besides, if we're already playing the "worst" colours, why not play a little dirty? We have an inherent disadvantage anyway.)

June 17, 2016 9:28 p.m.