What does a Voltron deck need?
Deck Help forum
Posted on May 6, 2015, 2:55 p.m. by abenz419
I decided to put together a voltron style EDH deck with Lord of Tresserhorn. I've never put together a deck like this so I'm curious what are some key aspects of every voltron deck.
For example, in constructed formats, every control deck has early board control, late game sweepers, card draw, and a finisher that either wins instantly or is extremely easy to protect. Midrange decks have cheap removal for the early game, efficient value creatures, and a way to grind out an attrition based game. These are all general aspects, what specific cards get used depends on the deck and format but for all intensive purposes these are the parts that make up these archetypes.
What I'm wondering is, what is the basic parts to a Voltron style deck? Once I know what the deck wants to do and needs to do it, it'll be easier to pinpoint specific cards that need to be added or cut. Thanks.
AngryBearTony says... #3
Some zombie anthems could be useful to you. Obviously mana-fixers (Chromatic Lantern, Exotic Orchard, Darksteel Ingot), rampers (Sol Ring, Thran Dynamo, Worn Powerstone, and utility land like Rogue's Passage to ensure he gets through. Also, great equipment. Hero's Blade, Trusty Machete, etc. Taigam’s Strike and similar effects to push through the damage.
May 6, 2015 4:46 p.m.
Right, that all makes sense.
Currently, as you said, being in my colors I'm using typical mana rocks to help fix mana and get my commander out. I'm also using creatures like Bloodsoaked Champion, Gravecrawler,Bloodghast, etc. as sac fodder that can be brought back relatively easy for recasting my commander later when needed. Including a couple of token producers like Ghoulcaller Gisa. I have equipment in the deck that provides buffs, trample, hexproof, and unblockable. Along with a couple things like Taigam’s Strike because of the unblockable combined with rebound.
I feel like the deck is getting close to what I'm looking for then, I just need to tweak some numbers so that it can run smoothly and consistently. Because I run a relatively low number of creatures in order to fit in the equipment and draw/tutors and ramp I feel like I'm always going to be vulnerable and in most cases have only one or 2 creatures on board half of which can't block because of their recursion ability. Given that my commander, Lord of Tresserhorn, regenerates for I thought it would be a good idea to run a larger amount of sweepers in the deck as a main form of board control. This way I don't get ganged up on because I have nothing to protect me after I attack. Does this make sense, or should I be more concerned about being able to get my commander on the board and swinging as fast as possible?
May 6, 2015 5:07 p.m.
AngryBearTony says... #5
I'd be more worried about some sort of exile effect from others than anything else. You can pretty easily recast him if you have an engine to do so, but after a board wipe, you're not looking too good without something to cast. It's easy enough to leave open for the regenerate; it's a lot harder to block an exile effect.
Obviously you want to ensure your boy is equipped with something that will give you vigilance, too.
May 6, 2015 5:35 p.m.
You might want a sweeper or two that he can regenerate through, but keep in mind you have 40 life as a buffer, you can knock someone out in 1-2 hits, and if you regenerate him he ends up tapped.
I am a big fan of cards like AEtherize and Cyclonic Rift, since they are instant speed and offer a serious setback to opponents without effecting you. For other sweepers, make sure they don't have a 'can't regenerate' clause in them.
May 6, 2015 5:41 p.m.
That's what I'm hopeing the hexproof some equipment provides will help with.
I'm not sure if you misunderstood what I was saying or not. I'm referring to running board wipes for my own protection. I know my current deck isn't a finished product, but in my testing I've never really had a game where I built a large board state that I can use as blockers while my commander does his job. Even when I do have a few creatures on the board, the tend to be the ones with recursion like I mentioned earlier and by design can't block. As you said, it's easy enough to leave open to regenerate, would it make sense to run a larger amount of sweepers in order to protect myself from being overwhelmed? I'll almost never overwhelm my opponents with creatures, and it'd be very easy for the other players in a game to gang up on me as I finish off one opponent.
May 6, 2015 5:44 p.m.
AngryBearTony says... #8
Oh, definitely. As many as you can, I would think. Crux of Fate, Damnation, anything you can find. By the time you have position to take the most advantage of your commander, you'll be able to trot out whatever sweepers you need to clear the way.
May 6, 2015 5:47 p.m.
Yes, you should run board wipes. If possible, you just want to make sure they don't say "can't regenerate." Red has plenty of "X damage to all creatures" spells. Black has a few board wipes. Blue has a few "return all creatures to their owners hand" cards. There is always the chance you need to stall, and I've noticed that a lot of Voltron commanders end up as a target.
May 6, 2015 5:49 p.m.
Well the idea would be to swing with him unblockable at one opponent and be able to use my board wipes in my second main phase so that the other 2 or 3 opponents can't kill me before my next turn. My commander is going to be a big target as soon as I sit down. Even at 40 life, I doubt I can afford to have multiple people attacking me and still be able to kill them all first. Even if it does only take me one or two swings. As least that's my thought process behind it.
May 6, 2015 5:49 p.m.
ahh ok, I just wanted to make sure I wasn't way off base in my thinking. It makes sense, especially with a commander that can be as resilient as him but I just thought I'd get some other opinions.
May 6, 2015 5:51 p.m.
AngryBearTony says... #12
I think and
are going to be your main protection elements here. All of those black spells that can kill crap, and all of those blue spells to counter crap or return dudes to hands or similar effects. It's a hard balance, certainly. Good luck with it!
May 6, 2015 6:16 p.m.
Thanks, as the current rough draft of the deck goes, red doesn't contribute a whole lot already
May 6, 2015 6:23 p.m.
why has nobody suggested Torpor Orb? Play it turn 3, play Lord of Tresserhorn turn 4 and go to town turn 5.
As a general rule, when playing voltron you want your deck to be fast and to clear a path. Protection for your commander is super important, things like Lightning Greaves, Swiftfoot Boots etc. Also, low end ramp is critical. Your commander needs to be able to come down early a be relevant. there's no point dropping you commander down late only to swing into waves of chump blockers.
I would also recommend that you run a backup plan. Something that it sompletely independent of your commander. it gives you an out.
May 6, 2015 9:26 p.m.
In those colors: Nicol Bolas, Planeswalker and Cruel Ultimatum are always good choices as well.
May 6, 2015 10:08 p.m.
I think no one suggested it because I was a little vague, asking more about the make up of the archetype rather than asking for specific cards. Fear not though, aside from the commander that was the very first card I put in the deck.
I don't know if you'd consider it a backup plan or not but there is a small zombie sub theme going on as well. I can use Ghoulcaller Gisa and Empty the Pits to pump out zombie tokens combined with a some zombie lords for anthem effects. While the tokens make for good sac fodder and the anthem effects help the Lord kill in a minimum of 2 hits, in the event that I'm unable to cast my commander for whatever reason the rest of the deck still has synergy and can function on it's own.
May 6, 2015 10:11 p.m.
Nicol Bolas, Planeswalker is in the deck already. I've thought about Cruel Ultimatum, but wasn't sure about it. I was thinking that it's rarely going to force a relevant creature to be sac so it wouldn't be that useful for the cost. However the more I think about it, making them discard 3 cards while I draw 3 and gain 5 life might still be worth it and then them sacing a creature and losing 5 life is just kind of a bonus.
May 6, 2015 10:16 p.m.
Personally I prefer Army of the Damned over Empty the Pits but yeah, its important to have. And yes, thats exactly what I would consider a backup plan :P
Have you got a decklist together? It makes it much easier to recommend stuff / strategies when there is a pile of cards to critique.
May 6, 2015 10:31 p.m.
I have a rough deck thrown together. It's basically just a starting point because I wasn't exactly sure what this kind of deck really needed. I'm getting ready for work right now, but afterwards I can post the list on here and link it so you can at least see where I'm at right now.
As far as Army of the Damned and Empty the Pits, first I chose pits because that's the one I had. Secomd, I thought the fact that Pits is an instant might be relevant but considering for the same amount of mana it makes 11 fewer zombies, it may be worth the switch. However, it does have delve so its not unreasonable to think that it could easily make more than 13 tokens too. It's kind of a toss up right now.
May 7, 2015 3:26 a.m.
Ok sorry I didn't get to this sooner this is currently what the deck looks like after the changes I've made.
Lord of Domination Playtest
Commander / EDH
SCORE: 0 | 0 COMMENTS | 1 VIEWSMay 7, 2015 6:01 p.m.
@enpc I was able to get that deck list together for ya, didn't know if you noticed earlier
raefgall says... #2
I think the main things you need for Voltron in EDH are: ramp/mana fixing to get your commander out, equipment/enchantment/buffs to provide evasion/buffs/protection for your commander, as well as search/draw effects that help you find the pieces you need.
In this case, the ramp/mana effects likely include mana rock artifacts, and a way to pay the creature sacrifice cost (likely cheap creatures with effects when they enter or leave the battlefield, token production, or effects that let you gain control of an opponent's creature). For buffs, something that grants at least a +1/+0 bonus and evasion would be best so you can finish them off in 2 swings (or double-strike, for a one hit kill). Black and blue have plenty of ways to filter, search, and draw cards.
It also isn't a bad idea to include a backup win-con creature, in case something makes it difficult to continue bringing your commander out. In this case, something with infect makes another good 1-2 hit win-con.
May 6, 2015 4:39 p.m.