Probably Need to Put Something Here...
Commander / EDH
SCORE: 39 | 147 COMMENTS | 21858 VIEWS | IN 7 FOLDERS
ok thanks for the reminder and the +1 i really aprciate it what lands do you think i should add in in place of Talisman of Dominance and maybe Dream Halls and do you think Survival of the Fittest is good enough for the deck seeing as i only have 15 creatures? i think Eladamri's Vineyard is to good in this deck to take out as it helps pull off your turn one win con:)
August 9, 2016 11:03 a.m.
I'd cut talisman and survival before dream halls. my changes would be -talsiman, survival, swamp + forest, forest, island. you don't really have any payoff cards for survival. if you really want a creature tutor you could cut cunning wish too and slot in green sun's zenith.
August 9, 2016 11:17 a.m.
Daedalus19876 says... #4
FLATSO99: Eladamri's Vineyard cannot allow a T1 victory - it only gives each player GG at the beginning of their first PREcombat main phase, and you're not able to cast it before your first precombat main. It can enable a T2 victory in theory, though.
I feel that the first step to improving the deck is understanding your cards and your combos. The only combos that work in the deck, as I understand it, are the ones around Power Artifact (which produce infinite colorless), and the ones that involve a creature tapping to untap TWO lands (which produce infinite mana of any color). You can't get infinite mana out of Arbor Elf, for example, unless you're untapping Dimir Aqueduct or something.
Also, punctuation is your friend :)
August 9, 2016 11:53 a.m.
Raging_Squiggle says... #5
Arbor Elf can't untap Dimir Aqueduct or any karoo land so that's out of the option too.
August 9, 2016 12:26 p.m.
@Daedalus19876 The combo with Arbor Elf works because the land enchanted with Utopia Sprawl, Market Festival, or Fertile Ground as the forest taps for 2 mana. I dident relize that my disciption said
- Arbor Elf, Argothian Elder, Krosan Restorer, or Voyaging Satyr + Pemmin's Aura or Freed from the Real + a land = infinte mana of the lands color i will fix it
August 9, 2016 6:21 p.m.
August 9, 2016 6:35 p.m.
Megalomania says... #8
I think the point that people are trying to make is that you'd be better off not including Arbor Elf and Voyaging Satyr in the infinite mana combo when you already have creatures that can untap two lands.
IMO, the deck can even do away with them since you already have dorks. It might be better if you replaced them with lands or other ramp cards.
The same goes with Utopia Sprawl and co. There are far too many great cards that can fit in your deck's theme for them to be worth their slot. You need to remove the clunky combos because there is very little chance they would resolve in a competitive game.
August 9, 2016 7:08 p.m.
Matrixxx999 says... #9
Isn't Warden of the First Tree is illegal because of color restriction (BUG)?
Suggestions:
- You don't have any mass removals, I highly recommend to use at least one of these: Toxic Deluge, Cyclonic Rift
- Chromatic Lantern - staple in tri-colored decks, provides protection from things like Blood Moon
- Beast Within - great spell for getting rid of any permanent
- Muddle the Mixture - counterspell and tutor
- Deathrite Shaman - staple in g/b, very versatile, can ramp, and can slow down reanimator decks
- Snapcaster Mage for recursion
- Sylvan Library - card advantage
- Have you considered famous combos like Deadeye + Palinchron/Peregrine, and Tooth and Nail?
August 11, 2016 8:43 a.m.
so do you think i should remove all the cards from the combo? i thought it would be good to have more combos but i guess this one takes so much mana and so many cards to play it may not be worth it what do you think id like to have a few opions on this before i make such a big change:)
August 11, 2016 10:49 a.m.
good catch on warden of the first tree dident read him closely enough.
Chromatic Lantern, Toxic Deluge, Muddle the Mixture, Deathrite Shaman, Sylvan Library, Snapcaster Mage, and Beast Within will be added if i can find cards to take out in their place
the famous deadeye combos wont work well in this deck as you need to many lands to make it work:(
thanks for your comment!!:)
August 11, 2016 10:56 a.m.
any thoughts on whether or not i should remove the combo id like to hear them thanks:)
August 15, 2016 4:16 p.m.
Megalomania says... #13
I think you should do away with all your current combos and look for ones that do not rely on creature abilities that require them to tap or attack.
BUG is one of the strongest, if not the stringest color in the format. You want your combo to win the game as soon as it hits the board instead of one turn later because in a competitive environment, 1 turn later is always 1 turn too late.
Explore making use of your graveyard as well as enablers like Tooth and Nail or Intuition. Deadeye Navigator combos are actually viable since they only require a minimum of 3 lands. For example, used Buried Alive to send Deadeye Navigator, Peregrine Drake and Narcomoeba to the graveyard. Narc goes back into play, use Victimize on it to bringthe Drake and DEN back into play, soulbonded and ready to win you the game.
August 15, 2016 6:43 p.m.
the combos i have are better in this deck as this deck is built so all the combos can be pulled of turn one and they are just as good as the other combos as you can use counter spells on these cards just as well as you can on the others but if i can find enough cards to take out i will add the deadeye combo in for another wincon later game so please tell me what cards i should take out thanksfor them thanks:)
sorry for the slow response i dident see your comment:(
August 21, 2016 2 p.m.
Megalomania says... #15
Among your curent set of combos, only one of them wins you the game outright. (Argothian Elder + Freed from the Real ). And this is assuming the Elder doesn't get hit with any removal until your next turn after it is played.
The others generate infinite colorless mana or infinite mana of a single color. This means you won't be able to cast your commander and activate its ability on the same turn.
Aside from this, all the creature abilities needed for the combo require tap signs meaning you need to have had them on the board since your upkeep before they can be used. Similar to your "turn 1 win", they aren't that realistic if you're planning to use them against tuned/competitive decks, especially in a multiplayer game.
August 21, 2016 7:18 p.m.
Daedalus19876 says... #16
I agree with Megalomania here. Very few of your combos straight-out win (consider Mike/Trike or Hermit Druid decks for comparison), and your deck is disruptable with a single counterspell or removal spell. You only have a single free counterspell (Force of Will - Pact of Negation also works if you want to add it). Even infinite colorless mana will guarantee a win with Exsanguinate but nothing else. You could add Oona, Queen of the Fae as an instant-speed sink for all of that mana.
The deck isn't bad, exactly, it just irks me to see it described as "the best EDH deck ever" when it's...not. It may become worthy of that title someday, but there's a lot of work before then. I've built several decks that have an average win-time of T3-4 when undisrupted, but they don't do so well when played in a real-world pod. I playtested the deck twenty times, and never comboed off faster than T4. (Though maybe it's T/O's shuffling being wonky; that's messed with me before.)
My first step would be cutting Distant Memories, Berserk, and Warden of the First Tree (which is actually illegal), plus figuring out which of your combos actually function correctly (as highlighted by some people in the comments). Also, punctuation is your friend :)
August 21, 2016 7:57 p.m.
@Megalomania sorry for the slow response I havent looked at this deck in awhile.
my commander is only one of the wincons in this deck if you have the right combo so all my combos are not made to work with tasigur:)
the other combo above is disrupted by a singlecounter spell as well as my combos altough it requires no creatures to tapp/attack and it seems easier to play then any of my current combos so would defently be worth adding in place of one of my current combo's:)
To enable my creatures to be used for the turn 1 win i use Concordant Crossroads to allow me to combo in to my win before my oppnent can do anything!
thanks for your comment your input is greatly apreciated!:)
August 31, 2016 9:22 p.m.
@Daedalus19876 sorry for the slow response I havent looked at this deck in awhile.
i will add in Oona, Queen of the Fae and Pact of Negation and remove the bad cards!
i may change the decks name untill further notice!!
i will also explain how my combos work in the discirption!!
thanks for your comment your input is greatly apreciated!:)
August 31, 2016 9:27 p.m.
UnleashedHavok says... #19
Forgive me if I'm wrong, but I do not think Warden of the First Tree is legal in a BUG deck because of the Plains in his upgrade cost.
February 6, 2017 3 p.m.
"Maze of Ith + Argothian Elder + any other land = infinte mana of that lands color"
This does not work the way you think it does. You won't be able to untap Argothian Elder with Maze of Ith, because it can only untap attacking creatures. When tapping a creature as part of the cost to utilize it's ability, it's not attacking.
February 6, 2017 3:55 p.m.
Didgeridooda says... #22
Maze does not remove the elder from combat. A creature can still be attacking when untapped.
The combo takes place during combat. You attack with elder, then untap with maze, and combo. The mana is only usable at instant speed, or for storing.
February 6, 2017 6:38 p.m. Edited.
Well, I think I get it now, Didgeridooda during the combat phase, declare Argothian Elder as an attacker, tapping it and a Forest. Then immediately respond with Argothian Elder with Maze of Ith. Argothian Elder for it's ability targeting Maze of Ith and Forest. Since it's still the attack phase and Argothian Elder is still attacking you can repeat the previously mentioned steps until you have enough mana you need. This combo is interesting...but seems janky...it does absolutely nothing unless funneled into an instant speed card like Blue Sun's Zenith or an Enchantment like Helix Pinnacle (if it was already on the field).
February 7, 2017 12:40 p.m. Edited.
Daedalus19876 says... #24
LVL_666: Yeah, "interesting but janky and impractical" describes this deck perfectly. It's not...the best EDH deck ever (assuming you measure "best" as "most competitive"; "best" is really subjective).
February 7, 2017 2:15 p.m. Edited.
Megalomania says... #25
I think the deck is ok for casual play. The guy had Gleemax on the list at one point so I wouldn't take the deck's title too seriously. Lol.
Anyways, you're playing Tasigur and you have infinite mana combos. Cards like Gelatinous Genesis and Villainous Wealth are unnecessary redundancies. I'd stick with BSZ and Exsanguinate and maybe add some cards like Abrupt Decay, Maelstrom Pulse, and Nature's Claim to get rid of cards that get in the way of your combo. You might even get away with taking out BSZ since you already have Cunning Wish in the deck.
Mastertoa says... #1
you seem to be a little light on lands, I wouldn't dare run under 35, and i usually prefer 36-38. with all the dorks and ramp you have, you could probably cut the talisman of dominance, as well as eldamri's vineyard for a few more lands. +1 from me though, and no worries about the hasty post, just a friendly reminder.
August 9, 2016 10:49 a.m.