Kess, Cartoonish Supervillainy

Commander / EDH* mookie990

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v0.5 —March 24, 2018

First half of a more significant update - still missing a few cards that were ordered. Finally got a bunch of the silver-bordered cards I have been wanting to try out, which is nice.

-Marchesa, the Black Rose - Marchesa is a very strong card when built around, but I don't have nearly enough synergy for her to really shine - not enough sac outlets / ETB effects. She's usually just a bit too clunky.

-Reality Shift - an alright card in monoblue, but black gives better options.

-Mirari - needing to pay an extra 2 each time is more clunky than I would like. I will miss the flavor though.

-By Force - I've usually been happy with it, but I think there are better options.

-Comet Storm - this deck can't generate the silly amounts of mana it needs to be good. I am tempted to add Mana Geyser though....

-Forbidden Alchemy - 3 mana is more than I would like to pay for this effect, since the flashback cost is invalidated by Kess.

-Molten Primordial - like Marchesa, I don't have the sac outlets needed for this to be good.

-Puppeteer Clique - a good card, but I don't have any particular synergies.

-Lazav, Dimir Mastermind - see above. Good when built around, but clunky without support.

-Body Double - generally fine, but a 5 mana reanimation spell / clone is a little inefficient.

-Vindictive Lich - generally fine, but a bit clunky. Lack of sac outlets is an issue. Maybe I should just add some? Hmmm....

-Swamp, Island - I definitely want to shift this deck to have more artifact acceleration. Admittedly, I do have some cards that blow up all the artifacts, but....

+Animate Dead - one of the best reanimation spells ever printed. Can't be Kess'd, but efficiency is still good.

+Thought Scour - perfect with Kess - cheap, cantrips, and adds more fuel.

+ - may end up being too clunky / slow, but should be entertaining. I really need more ramp....

+Baron Von Count - I have no idea if I'll be able to trigger consistently, but should be entertaining, at least.

+Clocknapper - will usually steal a beginning step - untap + draw is good, and can also Kess an instant.

+Phoebe, Head of S.N.E.A.K. - like X, may end up being clunky. I'm definitely a little concerned about having too many activated abilities and not enough mana.

+Grusilda, Monster Masher - I actually have very high hopes for her. Worse than The Scarab God, but reanimating two creatures seems strong.

+Vandalblast - one of the best artifact removal spells in the format.

+Swarm Intelligence - testing. 7 mana is a lot, but free copying is quite strong.

+Thaumatic Compass  Flip - hitting land drops is good, and warding off incidental attacks is also useful.

+Primal Amulet  Flip - should be easy to flip, and copying spells is good. Front half is a little less useful though - lots of my spells have high color requirements.

+Dead Man's Chest - testing. I have a decent amount of spot removal, and it seems entertaining.

+Boompile - testing. A bit goofy, but that's sort of the theme of the deck. This deck may be a bit too permanent-focused to want to blow everything up, but it's useful as enchantment removal, at least.